Icebreakers
When to Use Icebreakers. The following are warmup/icebreaker/get-to-know-you games. This is a tool to begin sessions or activities to help participants focus on the topic at hand or simply puts them at ease -- "breaking the ice" prior to delving into the issues -- warm-ups can literally take thousands of forms, from everyone going around the room and telling the group what their favorite musical group is to people sharing why the came to [the group]. Often you can select a warm-up that relates in some way to the meeting topic. For example, if your meeting is about planning service, ask people to share their favorite service experience. [1]
Icebreakers as Unplugged CS Games. Without too much creativity, these activities can also be adapted as Unplugged . As you plan for your upcoming session with students, consider if there is a computer science concept, like conditional expressions, that students could explore together by moving around the room and interacting with one another. For example, the Skittles/M&M's game could be used to teach Events. When anyone pulls a blue M&M, they share a hobby they like to do on the weekend.
Contents
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1
Icebreakers
- 1.1 Battle Scar Galactica
- 1.2 Captain's Coming
- 1.3 Human Knot
- 1.4 Life Maps
- 1.5 Stand Up/Sit Down
- 1.6 Two Truths and a Lie
- 1.7 Zen Counting
- 1.8 Zoom
- 1.9 Adjective Name Game
- 1.10 Ball Toss Name Game
- 1.11 Movement Name Game
- 1.12 My Name Is
- 1.13 Skittles/M&Ms game
- 1.14 Linda Lemon
- 1.15 Blanket Name Game
- 1.16 Chit Chat
- 1.17 T Shirt Day
- 1.18 D-icebreakers
- 1.19 Concentric Circles
- 1.20 This or That
- 1.21 30 Icebreakers for High School and Middle School Students
- 2 Brain Breaks/Physical Activities
- 3 Sources
Icebreakers
Battle Scar Galactica
Each person in the group needs to tell a story about him/herself through a scar. Everyone needs to explain a scar on his/her body. This can get very personal and/or very gross. If you're working with a large group, break them into smaller groups and have each smaller group report back with the best story.
Captain's Coming
This is a group game with the facilitator calling out commands for the group. Anyone who is not in one of these groups when called is then out. The commands are:
- Row Boat: four people sitting in line and rowing
- Life Boat: three people together in a circle
- Ballroom dancing: two people dance
- Lookout: one person kneeling on floor; one person with foot on kneeler looking out
- Captain's Coming: Stand at attention motionless (while people are standing at attention, people in the group who are now out can try to make them laugh -- if they do laugh, they are out).
Human Knot
The team forms a circle and everyone reaches into the middle with their right hand. Each person should grab someone else's hand (not the person next to them). Next the team sticks out their left hand and holds someone else's hand across the circle. No one should be holding the same person's hands. Now you have a human knot and the group must work together to untangle themselves. Solutions include a circle or a figure eight.
Life Maps
For this one, you need pieces of paper and markers/crayons, etc. Spend about 15-30 minutes letting participants draw their life maps. This is basically whatever they want it to be, kind of like a visual personal timeline, usually describing how they got to be where they are and who they are. Then go around and let people share them. This is a longer activity, but it can be really powerful if participants are focused and interested in learning about each other.
Stand Up/Sit Down
Write a series of questions or statements that relate to the topic being discussed or taught in the event or activity. Questions/statements can be serious and/or humorous when appropriate. A facilitator will read these questions/statements and the participants should stand up (or raise hands if standing is not possible) if the statement applies to them. Once everyone has the opportunity to see who is in the room, the facilitator should ask the participants to be seated. Limit conversation and encourage participants to look around the room while each statement is being read.
Two Truths and a Lie
Each person thinks of two statements that are true about themselves and one lie. One person at a time says three statement and everyone else tries to guess which one is the lie.
Zen Counting
Get everyone into a circle. The goal for the group is to count to 10 (or higher if you are up to the challenge). The rules are that one person cannot say two consecutive numbers and participants cannot talk at all except to say numbers. The trick is that whenever more than one person says a number at the same time, you must all start over. This game requires a lot of patience and persistence to get it right. If the group does really well, try it with eyes closed or increase the number you need to reach.
Zoom
Sit in a circle. The leader says "zoom" to the person to their right, who has to pass it on. Time how long it takes to get the zoom around the circle, then see if the group can do it twice as fast. Then, pass a "zap" the other way and do the same. As they get better, try passing the zoom one-way and the zap the other at the same time. This is a nice, easy one to start with and gets people feeling comfortable. Groups get a sense of accomplishment out of doing something a lot faster a second and third time around.
Adjective Name Game
While sitting in a circle, the leader explains that each person in the group should think of an adjective that describes an aspect of their personality. The adjective must begin with the same letter as their first initial. Go around until everyone has said his or her name.
Ball Toss Name Game
Everyone stands in a circle and begins by saying their name. Then, people in the group throw a ball around, but before they can throw the ball they need to say the name of the person they will throw it to. The person who receives the ball must thank the person who throws it to them by name. In the first round, the same person should not get the ball twice. A person can ask someone their name again if they forget it. Eventually, you can throw in two or three or more balls (or other objects). At the end see if anyone can name everyone's name. You can also have each person say their name as fast as they can and see how quickly you can go around the circle with each person saying their name.
Movement Name Game
The group stands in a circle. The first person says their name and puts a movement with it. The next person says the first peron's name and replays their movement and then adds their own. The third person repeats the names and movements of the first two, then adds their own. Continue around the circle until everyone has gone.
My Name Is
One student tells the team his/her name. For example: "My name is Kelly Green." The person on their left then says: "Her name is Kelly Green and my name is Joey Lopez." The next student then says: "Her name is Kelly Green, his name is Joey Lopez and my name is Shanna Smith." This continues until the last person in the circle tries to name all the students in the team. If someone cannot recall a name, others in the circle may help.
Skittles/M&Ms game
Each student should get a small handful of M&M’s. Each color M&M represents a cue to say something about yourselves. For example: Red – tell something about your family. Green – share your favorite subject in school. Yellow – tell what you like to do in your spare time. Blue – tell about a pet you have (or would like to have). Take turns going around the circle saying something about each color. Brown M&M’s are free just to eat.
Linda Lemon
The team is going to the market to purchase things they like, but those things must begin with the same letter as your first name. The first student might say, "My name is Linda, and I’m going to the store to buy a lemon." The next student might say, “My name is Michael, and I am going to the store to get a mango and a lemon.” Player three might say, “My name is Naomi, and I am going to the store to buy nail polish, and a mango and a lemon.” The last student gets to name everything!
Blanket Name Game
Required: a large blanket
Split up the group into two teams. Have two mentors holder up a large blanket between the two teams. Have each team silently choose someone to sit behind the blanket. On the count of three, the mentors drop the blanket. The first of the two participants to say the name of their opponent gets a point. Repeat until one team reaches a desired number of points.
Chit Chat
Bold Idea Mentor Claire shares her experience with using ordinary relatable conversation as an icebreaker:
Rather than beginning with an icebreaker game or just hopping in, we sat down at the tables with the kids and had a discussion about Pokemon.
It started when there were only 2 kids in the classroom, and as each other student walked in, we asked them the same question we started the discussion with.
We ended up having a really good talk about what Pokemon games we've played, which Pokemon are the best, which Eevee-lution is the best (Umbreon, in case you're wondering).
It might sounds silly, but I hadn't thought of just chit chatting with the group as the icebreaker rather than using a more 'formal' game (or hopping right in). it was a lot of fun!
T Shirt Day
Ask students and mentors to bring in their favorite t-shirt for the next session. On the day when everyone has their t-shirt, have each student and mentor share why that t-shirt is special to him/her. T-shirts could be anything from a sports team that they played on, a club/group they have participated in, a favorite movie, or even from when they were younger (baby, elementary school, college, etc.). [2]
- Good for all age groups
- Requires some prep work
- Materials: T-shirts that everyone brings from home
D-icebreakers
Divide students into groups of 4–6 students and give each group one die and a copy of the D-icebreakers printable . (To save paper, write directions on a whiteboard or project them on a common screen). Students take turns rolling the die and answering the question that matches their roll. Questions may include (or feel free to swap in different discussion points):
- If you could go anywhere in the world, where would you go?
- If you were stranded on a desert island, what three things would you want to take with you?
- If you could eat only one food for the rest of your life, what would it be?
- If you won a million dollars, what is the first thing you would buy?
- If you could spend the day with one fictional character, who would it be?
- If you found a magic lantern and a genie gave you three wishes, what would you wish?
If pressed for time, facilitate a “speed round” with a three-minute timer running on our whiteboard. [3]
- Good for all age groups
- Requires some prep work if you’d like to switch up the discussion questions
- Materials: Dice (1 per group)
Concentric Circles
This icebreaker has students arrange themselves in an inside circle and an outside circle, the inside facing out, forming pairs. Pairs discuss their answers to a getting-to-know-you question, then rotate for the next question, forming a new partnership. This game gives students the chance to have lots of one-on-one conversations with many of their classmates and helps them quickly feel more at home in your class.
The possibilities for questions in this kind of configuration are endless; be sure to use more open-ended questions that can get students talking, rather than those that simply ask for a yes or no answer. Here are some sample questions:
- Do you play any sports? If so, which ones?
- Do you consider yourself shy or outgoing? Why?
- What was the last movie you saw? Did you like it?
- Describe your perfect dinner.
- What would you do with a million dollars?
- What is one thing you’re good at?
- Good for all age groups
- Requires some prep work if you’d like to switch up the discussion questions
- Materials: none
This or That
This icebreaker has students informally debate on light topics such as “Which animal makes a better pet…dog or cat?” Students have to choose a position, then physically move to the side of the room that most closely represents their opinion—one side means dogs, the other side means cats—and then talk about why they chose that spot. This game builds student confidence with talking in front of their peers, it helps students quickly find kindred spirits, and it’s also just a lot of fun. Sample questions for This or That:
- Would you rather live in the country or the city?
- Should all students be required to learn a second language?
- Which is worse: bad breath or body odor?
- Would you rather be indoors or outdoors?
- Which is better: Playing sports or watching sports?
- Would you rather travel every single day or never leave home?
- Good for all age groups
- Requires some prep work if you’d like to switch up the discussion questions
- Materials: none
30 Icebreakers for High School and Middle School Students
30 Icebreakers for High School and Middle School Students
Brain Breaks/Physical Activities
5-4-3-2-1
In this simple game, students stand up and the teacher (or leader) has them do five different movements in descending order. For example the teacher would say: “Do five jumping jacks, spin around four times, hop on one foot three times, walk all the way around the classroom two times, give your neighbor one high-five (pausing in between each task for students to do it). [6]
- Good for all age groups (especially younger ones)
- A little prep work required to identify what directions to provide
- Materials: none
Sharks & Minnows
The classic tag game where one student (the shark) chases the rest of the class (the minnows). Every tagged student becomes a shark. Students like it because it’s a fun challenge to try and fake out their friends with rapid changes in direction as they run so they can be the last minnow left. Teachers like the fact that it has students running back and forth time and time again. With no equipment or setup needed, this game is perfect to fill a few extra minutes and fun enough for a full class period. It’s a game designed for elementary students, but high school students still enjoy this game too. [7]
- Good for all age groups (especially younger ones)
- No prep work required
- Materials: none (only open space conducive to running around)
Freeze Tag
The person who is "It" chases the other kids to try to tag them. When she successfully tags a player, that player must freeze and remain frozen until another player, who has not been tagged, tags them to unfreeze them. The game continues until all runners have been frozen, and then a new person becomes "It." Variations include having multiple players designated as “It” and/or having a “safe zone” where players can not be tagged/frozen (for a limited amount of time). [8]
- Good for all age groups (especially younger ones)
- No prep work required
- Materials: none (only open space conducive to running around)
Other Freeze Tag Variations :
Moon and the Morning Stars
Also called Shadow Tag, this version must be played on a sunny day. The moon ("It") has to stay in the shadow of a tree or building while the stars (other players) run in and out of the shadow, explains Ferrer. The moon can freeze a star who runs into the shadows or tag their shadow instead.
TV Tag
In this version, to unfreeze a player you must tag them and shout the name of a TV show. If you accidentally name a show that has already been called, you are now frozen next to that player. This game can be played with other categories such as books, animal names or breakfast cereals.
Underdog Tag
Frozen players spread their legs open to create a tunnel which another player must crawl through to unfreeze them. If a player is tagged while trying to unfreeze another, they must stand up right in front of the person they were saving, creating a double tunnel for someone else to crawl through.
Ultimate Freeze Tag
The person who is "It" hides a small ball before play starts. All players run around looking for the ball while trying not to be tagged. Once a player is tagged and frozen, she cannot move until another player finds the ball, throws it to her and she catches it. Note: this version requires a ball/object for hiding
Line Up
Have students line up based on certain criteria such as the day of their birth, in chronological order from January 1st to December 31st (from left to right). Once they complete that task, ask them to line up in reverse order. Other ideas may include: lining up by first/last name alphabetical order, height, shoe size, grade level, school name, etc. For an added twist, have students line up and figure out chronological order in silence (allowing hand gestures, movement, etc.) [9]
- Good for all age groups
- Requires some prep work if you’d like to switch up the discussion questions
- Materials: none (only requires enough space for students to move around)
Blobs and Lines
In this icebreaker, students are prompted to either line up in some particular order (by birthday, for example) or gather in “blobs” based on something they have in common (similar shoes, for example). What’s great about this game is that it helps students quickly discover things they have in common. It’s also ridiculously easy: Students don’t have to come up with anything clever, and they can respond to every question without thinking too hard about it. This game keeps students moving and talking, and it builds a sense of belonging and community in your classroom. Here are some sample prompts you can use for this game:
- Line up in alphabetical order by your first names.
- Line up in alphabetical order by your last names.
- Gather with people who have the same eye color as you.
- Gather with people who get to school in the same way as you (car, bus, walk).
- Line up in order of your birthdays, from January 1 through December 31.
- Line up in order of how many languages you speak.
- Gather into 3 blobs: Those who have LOTS of chores at home, those who have A FEW chores at home, and those who have NO chores at home.
- Gather with people who have the same favorite season as you.
- Good for all age groups
- Requires some prep work if you’d like to switch up the discussion questions
- Materials: none (only requires enough space for students to move around)
Hangman
As a mental break, have students play a round or two of Hangman. Organize students into small groups or play as an entire team, choose one student or mentor to decide on a word/phrase, and have the point person draw out blanks for each letter on a whiteboard or other easily visible common area. Have students take turns guessing letters while the point person either fills in the blanks (for correct letters) or writes the letter outside the game board (for incorrect letters) and starts drawing out the Hangman figure for each incorrect guess. Students must guess the right word/phrase before the Hangman is complete! As time allows, rotate through different students/mentors to serve as the point person choosing the puzzle and recording answers.
- Good for all age groups
- No prep work required
- Materials: whiteboard/markers, paper/pencil, etc. (whatever works best for drawing out/recording Hangman answers)
Would You Rather
Ask a “would you rather” question and have students show their choice by moving to one end of the room or the other. Have a few kids share why. Here are a few ideas to get started:
- Would you rather take a one week trip to the foreign country of your choice OR take a four week trip around your own country?
- Play on a baseball team that always wins but always has to play in the rain OR play on a baseball team that always plays in sunny weather, but also always loses?
- Be the best player on a team that always loses OR be the worst player on a team that always wins?
- Be barred from computer use for a year OR not be allowed to eat any desserts or sweets for a year?
- Be able to control the weather OR be able to talk to animals?
- Live in Narnia OR attend school at Hogwarts?
- Be given $1,000 right now OR be given $50 a month for the rest of your life?
- Be a famous actor OR discover the cure for cancer?
- Be incredibly wealthy but never fall in love OR have a happy marriage but be poor?
- Have many friends but no close friends OR have just one or two close friends?
- Have bright blue teeth OR have bright blue hair?
- Lose one arm OR lose one leg?
- Be able to fly OR be able to turn invisible?
- Get to take a shower everyday but you have to take a cold shower OR only get to shower once a week, but you get to take a hot shower?
- Not be allowed to eat your five favorite foods for an entire year OR be allowed to eat only your five favorite foods for an entire year?
- Have a very strict teacher but learn a lot OR have a really nice teacher but not learn much?
- Have a friend that was really fun to be with but not very nice OR have a friend who is kind of boring but also very kind?
- Have a job that you hate but that pays you millions of dollars a year OR have a job that you love that pays you just enough to get by?
- Have an eye in the middle of your head like Cyclops OR have two noses?
- Be given $1,000 dollars OR have the charity of your choice be given $10,000 dollars?
- Good for all age groups (change up questions/options for older students)
- Requires some prep work if you’d like to switch up the discussion questions
- Materials: none
Find It Fast
Call out a color or other trait (e.g. something round, something made of wood), and students must find an object in the room that fits the trait and get to it quickly. [13]
- Good for younger age groups
- Requires a little prep work to identify which colors/objects to call out
- Materials: none
Simon Says
Have 1 student or mentor take the role of "Simon" and issue instructions (usually physical actions such as "jump in the air" or "stick out your tongue") to the other players, which should only be followed if prefaced with the phrase "Simon says". Players are eliminated from the game by either following instructions that are not immediately preceded by the phrase, or by failing to follow an instruction which does include the phrase "Simon says". It is the ability to distinguish between genuine and fake commands, rather than physical ability, that usually matters in the game; in most cases, the action just needs to be attempted. The object for the player acting as Simon is to get all the other players out as quickly as possible; the winner of the game is usually the last player who has successfully followed all of the given commands. Occasionally however, 2 or more of the last players may all be eliminated by following a command without "Simon Says", thus resulting in Simon winning the game. [14]
- Good for younger age groups
- Requires a little prep work to outline “Simon Says” actions
- Materials: none
Sources
- ↑ City Year, Idealist Handbook, 2012-2013
- ↑ Education World
- ↑ Scholastic- 10 Fun Back to School Activities & Icebreakers
- ↑ Cult of Pedagogy- Icebreakers that Rock
- ↑ Cult of Pedagogy- Icebreakers that Rock
- ↑ 20 3-Minute Brain Breaks
- ↑ Edutopia
- ↑ Care.com- Freeze Tag Variations
- ↑ Scholastic- 10 Fun Back to School Activities & Icebreakers
- ↑ Cult of Pedagogy- Icebreakers that Rock
- ↑ 20 3-Minute Brain Breaks
- ↑ Would you Rather Printable
- ↑ 20 3-Minute Brain Breaks
- ↑ Wikipedia